Legiones Astartes – Captain Lucius
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HQ

In the latter years of the Great Crusade, Lucius’ renown grew among the Legions as that of an exemplary swordsman, hailed as the best blade of the IIIrd Legion. His pursuit of perfection in the art of personal combat was undeniable, although his single-minded and often self-serving approach to warfare brought discord between him and the officers of his Legion. Evidently, Lucius fought in the Great Crusade primarily for himself and to prove his superiority over the rest of the galaxy. The seeds of arrogance and vainglory sown in those times would later bear the bitter fruit of jealousy and hubris that would ultimately lead to blackest treachery. Ambition would turn into obsession and the canker that was festering in Lucius’ soul would be revealed, clear for everyone to witness in the form of the myriad self-inflicted scars that marred his once-perfect features. For Lucius, the cataclysmic tragedy of the civil war that engulfed humanity was simply the stage of a cosmic theatre, a grand opportunity for him to carve his legend in blood, and he joyfully joined the slaughter in a state of exhilaration as sharp as the edge of his murderous blades.

  • Captain Lucius 215 pts
The Faultless Blade, Captain of the 13th Company
M WS BS S T W I A Ld Sv Base
Captain Lucius (base: 32mm)
Captain Lucius 7 7 5 4 4 3 6 4 10 2+ 32mm
Unit Composition
  • 1 Captain Lucius
Wargear
  • Bolt pistol
  • Nineteen
  • The Blade of the Laer
  • Artificer armour
  • Iron halo
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Legiones Astartes (Emperor’s Children)
  • Master of the Legion
  • Independent Character
  • Relentless
  • Preferred Enemy (Independent Character)
  • Precision Strikes (3+)
  • Stubborn
  • Supreme Duellist
  • Traitor
  • Warlord: The Blade Alone
Options
  • Captain Lucius may take sonic shriekers
    +10 points
  • Captain Lucius may exchange the Blade of the Laer for a close combat weapon, reducing his points cost to 175 points*
*Note that unless this option is chosen, Captain Lucius may not be taken in the same army as Fulgrim.

Supreme Duellist

While fighting in a Challenge, if Captain Lucius’ Initiative Characteristic is higher than his opponent’s then he gains +1 to his Attacks Characteristic.

Warlord: The Blade Alone

If chosen as the army’s Warlord, Captain Lucius automatically has The Blade Alone as his Warlord Trait and may not select any other.

The Blade Alone – If an army’s Warlord has this Trait, then no other models or units may use his Leadership regardless of any other rules or Wargear that a unit may have, however, whenever Captain Lucius is Engaged in a Challenge, all friendly models in the same combat gain the Fearless special rule. In addition, the first Reaction made in each Game Turn by Captain Lucius and any unit he has joined does not use up a point of the controlling player’s Reaction Allotment.

Nineteen

Lucius, famed for his overweening egotism, had little interest in the tools he used and wanted no simple blade to gain a fame that approached his own. Despite the casual disinterest of its wielder, the blade referred to as Nineteen by Lucius was a masterwork of the smith’s art and most likely taken as a trophy from some slain and forgotten opponent. Its slender edge belied its strength and, in Lucius’ hands, it could block almost any attack aimed at the cocksure warrior.

Range
Str
AP
Nineteen
-
User
-
Melee, Rending (3+), Duellist’s Aegis (1), Murderous Strike (6+), Master-crafted

Duellist’s Aegis (X): A model with this special rule gains a bonus to their Weapon Skill equal to the value in brackets listed as part of the special rule whenever it is Engaged in a Challenge with an enemy model.

The Blade of the Laer

Following the cataclysmic events of Isstvan V, the Phoenician gifted Lucius with the masterwork blade that he recovered from an alien temple on the planet Laeran and often carried into battle himself. The dark power lying dormant within the blade that ended the life of one of the Emperor’s sons seemingly recognised in Lucius the unfathomable darkness of its own kind and slowly reawakened to its full potential.

Range
Str
AP
The Blade of the Laer
-
User
2
Melee, Duellist’s Edge (1), Fleshbane, Specialist Weapon, Master-crafted
Melee Type
Weapons with the Melee type can only be used in close combat.
Specialist Weapon

The mightiest weapons only reach their full potential when wielded in pairs, as they require an entirely different battle stance from that of more commonplace weapons.

A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon rule. The additional weapon does not have to be the same weapon as the one used to attack, but it must have the Specialist Weapon rule in order to grant an additional Attack for fighting with two weapons.
Rending (X)

Some weapons can inflict critical strikes against which no armour can protect.

If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that their close combat attacks will strike a critical blow. For each To Wound roll equal to or higher than the value listed, the target automatically suffers a Wound, regardless of its Toughness. The controlling player may choose to resolve these Wounds at AP 2 instead of the weapon’s normal AP value.

Similarly, if a model makes a Shooting Attack with a weapon that has the Rending special rule, a To Wound roll of equal to or greater than the listed value wounds automatically, regardless of Toughness, and is resolved at AP 2.

In either case, against Vehicles each Armour Penetration roll of equal to or greater than the listed value allows a further D3 to be rolled, with the result added to the total Strength of the attack. These Hits are not resolved at AP 2, but are instead resolved using the weapon’s AP value.

For example, a model with the Rending (5+) special rule that rolls To Wound against a non-Vehicle model will wound automatically on the roll of a 5+, and the attacking player has the choice of using an AP value of 2 instead of the AP value of their weapon.
Relentless

Relentless warriors are strong of arm – nothing can slow their implacable advance.

Relentless models can shoot with Heavy or Ordnance weapons, counting as Stationary, even if they moved in the previous Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance, or Rapid Fire weapons.
Gets Hot

Some weapons are fuelled by unstable power sources and risk overheating with each shot – often to the detriment of their wielder.

When firing a weapon that Gets Hot, roll To Hit as normal. For each unmodified To Hit roll of 1, the firing model immediately suffers a single Wound with an AP value equal to that of the weapon that was used to attack (Armour Saves, Invulnerable Saves and Feel No Pain rolls can be taken, but not Cover Saves or Shrouded rolls) – this Wound cannot be allocated to any other model in the unit. A Vehicle instead rolls a D6 for each roll of a 1 To Hit. If this roll results in a 1 or 2, the Vehicle suffers a Glancing Hit.
Assault Weapons

Assault weapons either fire so rapidly or indiscriminately that they can be fired while a warrior is moving.

A model attacking with an Assault weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying an Assault weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase.

RangeSAPType
Plasma blaster18"74Assault 2, Rending (4+), Gets Hot
Breaching (X)

Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.

When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.

For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on the attacking model.
Deflagrate

The ancient volkite weaponry employed by the armies of Terra in the earliest years of the Great Crusade fired arcing blasts of energy rather than solid projectiles.

After normal attacks by this weapon have been resolved, count the number of unsaved Wounds caused on the target unit. Immediately resolve a number of additional automatic Hits on the same unit using the weapon’s profile equal to the number of unsaved Wounds – these can then be saved normally. Models in the targeted unit must still be in range in order for these additional Hits to take effect. These additional Hits do not themselves inflict more Hits and do not benefit from any other special rules possessed by the attacking model, such as Preferred Enemy (X) or Precision Strikes (X).
Pistol Weapons

Pistols are light enough to be carried and fired one-handed.

A model attacking with a Pistol weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying a Pistol weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase. A Pistol weapon also counts as a close combat weapon in the Assault phase. In addition, all models with two Pistol type weapons can attack with both in the same Shooting phase. This follows the normal rules for shooting.

RangeSAPType
Volkite serpenta10"55Pistol 2, Deflagrate
Pinning

Coming under fire without knowing where the shots are coming from, or having ordnance rain down from the skies, can shake the resolve of even the bravest warriors, making them dive flat and cling to whatever cover presents itself.

If a non-Vehicle unit suffers one or more unsaved Wounds from a weapon with the Pinning special rule, it must take a Leadership test once the firing unit has finished its Shooting Attacks for that Phase. This is called a Pinning test. If the unit fails the Test, it is Pinned. As long as the Test is passed, a unit can be called upon to take multiple Pinning tests in a single turn, but only once for each unit shooting at them.

A unit that is affected by any of the following conditions does not take Pinning tests, and if called upon to do so is considered to automatically pass them:
  • The unit is locked in combat.
  • The unit is already Pinned (the unit remains Pinned, but takes no further Tests).
  • The unit is composed entirely of Vehicle models.
  • The unit is Embarked on a Transport Vehicle.
  • The target unit is affected by the Fearless special rule.
A unit that has become Pinned cannot Move, Run or Charge. It can only fire Snap Shots if it attacks during the Shooting phase and cannot make Reactions in any Phase. At the end of its following turn, the unit returns to normal and the unit is free to act as normal from then on. Whilst it is Pinned, a unit is affected normally by enemy actions (for example, it takes Morale checks as normal). If the unit is forced to move, for example if it has to Fall Back, it returns to normal immediately. If assaulted, the unit will fight as usual, but because they are not set to receive the Charge, enemy units do not receive the Initiative penalty for assaulting a unit in Difficult Terrain, even if the unit is in Difficult Terrain. If a unit becomes Pinned during a Charge, then that Charge automatically fails. Units that are locked in combat cannot be Pinned and do not take Pinning tests.
Army List
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Bolt pistol

Range
Str
AP
Bolt pistol
12"
4
5
Pistol 1

Frag Grenades

This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position.

A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.
Krak Grenades

This class of grenade encompasses a variety of shaped charges, plasma detonators and crude bombs, all intended to disable armoured vehicles.

The controlling player may choose to have a model with krak grenades that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification, or a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).
Stubborn

Many warriors live and die according to the principle of ‘death before dishonour’. Seldom do such warriors take a backward step in the face of danger.

When a unit that contains at least one model with this special rule takes Morale checks or Pinning tests, the unit ignore any negative Leadership modifiers. If a unit is both Fearless and Stubborn, the unit uses the rules for Fearless instead.
Fleshbane

Many are the weapons and creatures whose merest caress is fatal.

If a model has this special rule, or is attacking with a Melee weapon that has this special rule, they always Wound on a 2+ in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has this special rule, they always Wound on a 2+.

In either case, this special rule has no effect against Vehicles or Buildings.
Duellist’s Edge (X)

Some weapons have such a fine balance that they leap and spin in their wielder’s hands like living things, eager to spill the blood of the foe.

When fighting in a Challenge, the user of this weapon gains a bonus to their Initiative value equal to the value in brackets after the rule when making attacks with this weapon. If there is no value in brackets after a given instance of this special rule, then assume the value is 1 (thus adding +1 Initiative to that model).
Artificer Armour

Forged by the master craftsmen of the Mechanicum, these superior variations of power armour are often highly embellished with ciphers of strength and durability, while some of wildly differing designs are far older than the present age and owe their origins to the forgotten zenith of human technological might.

Artificer armour confers a 2+ Armour Save.
Cyber-familiar

Utilised by Techmarines and the Adepts of the Mechanicum, cyber-familiar is a term that encompasses a variety of semiautonomous devices such as servo-skulls, mek-spiders and other smaller drone units and lesser haemonculites tied into the direct neural control of their operator. These miniondrones are an extension of their master’s will and provide them with a host of additional senses and capabilities.

A model with a cyber-familiar adds +1 to its Invulnerable Save (to a maximum of 3+) or an Invulnerable Save of 6+ if they do not already possess one. In addition, they allow them to re-roll failed Characteristic tests other than Leadership tests, Psychic checks or failed Dangerous Terrain tests.
Master-crafted

Some weapons are lovingly maintained artefacts, crafted with skills now lost. Though the exact form of master-crafting varies, it is always considered to be the pinnacle of the weaponsmith’s art.

Weapons with the Master-crafted special rule allow the bearer to re-roll one failed roll To Hit per turn with that weapon.
Murderous Strike (X)

Some weapons are so cruel of form or powerful in aspect that a well-placed strike can slay even the toughest opponent.

Attacks with this special rule cause Instant Death on a To Wound roll equal to or greater than the number listed in brackets associated with the specific rule. Roll any viable Saves against this Instant Death-causing Wound separately and before any other Wounds the attack inflicts.
Reaction Allotments
The Reactive player may attempt a set number of Reactions in each Phase of the Active player’s turn. This set number is referred to as the Reaction Allotment, and always begins at a base value of one. A player must expend one point of their Reaction Allotment in order to have a unit under their control make a Reaction and once the Reaction Allotment for that Phase is reduced to 0, sometimes referred to as being exhausted, then no more Reactions may be made.

Any player, unless a special rule or other effect specifies otherwise, may make one Reaction in each Phase of their opponent’s turn.

The Reaction Allotment of any player may be modified by special rules or other effects, granting that player additional Reactions either in every Phase (an increase of the Reaction Allotment) or in specific Phases. This may either increase the base Reaction Allotment, that is the number of Reactions allowed in every Phase, or only grant a bonus to the Reaction Allotment in specific Phases.

For example, a player might have a special rule that states ‘This special rule increases the Reaction Allotment to two’, which would indicate that the player could make two Reactions in every Phase of their opponent’s turn. However, a special rule that states ‘This special rule increases the number of Reactions that may be made during the Assault phase by +1’ would allow a player with a Reaction Allotment of one to make a single Reaction in the Shooting and Movement phases, but two in the Assault phase.

Regardless of any special rules or other effects, no player may ever increase their base Reaction Allotment above three, nor may any player ever make more than three Reactions in a given Phase unless a special rule specifically allows for a number of Reactions above the normal limit of three.

A Reaction may be made with any unit controlled by the Reactive player, though in a number of situations a special rule or condition may deny a unit the opportunity to react. The most common such conditions where a unit may not make a Reaction are:
Owning Player, Opposing Player and Controlling Player
Sometimes a rule will ask the owning, opposing or controlling player to make an action or decision of some kind. The owning player is always the player who ‘owns’ the model in question – the one who has the model in their army. The opposing player is always their opponent. The controlling player is always the player in current command of that model – there are some special rules which can force models to switch sides during the course of the game.
Master of the Legion

The greatest commanders of the Space Marine Legions are all but peerless in their strategic and tactical abilities. The genecraft of the Emperor that created them, honed by individual talent and the experience of countless battles, has sharpened their acumen to a preternatural degree.

The Master of the Legion special rule grants the following benefits:
  • Rites of War: If a Detachment with the Legiones Astartes Faction includes at least one model with the Master of the Legion special rule then that Detachment may select a single Rite of War. Rites of War are presented in the Legiones Astartes Rites of War section.
  • The Few and the Proud: An army may only include a maximum of one model with this special rule per 1,000 points. This counts across all Detachments of an army. Thus, an army that totals at least 1,000 points may include only a single model with the Master of the Legion special rule, and an army that totals at least 2,000 points may include up to two models with the Master of the Legion special rule, etc.
  • Retinue: A model with this special rule may also include a Legion Command Squad, Legion Cataphractii Command Squad or Legion Tartaros Command Squad as part of the same Force Organisation slot as the model with the Master of the Legion special rule.
Warlord Traits
Your Warlord is a potent force upon the battlefield. Not only are they a mighty hero, with all the skills and renown you might expect from the leader of a great army, but over the course of a long career they will also have picked up specialised abilities, which we refer to as ‘Warlord Traits’. Each Warlord has one Warlord Trait, chosen during army selection, from the list of Core Warlord Traits (or another list of Traits made available as part of that model’s Allegiance or Faction) and noted on the player’s Army List or roster. Some special rules attached to certain Factions or models may allow a Warlord to select Warlord Traits other than those presented in the Core list – such rules will specifically note which other Traits may be selected.
Refractor Fields & Iron Halos

These devices are defensive field generators designed for personal protection. They encompass the wearer in an energy field or force barrier which serves to refract or deflect impacts and energy discharges. Although powerful, these fields are limited by the need for the wearer to move and the prodigious power consumption of the generator, which leaves vulnerabilities a canny opponent can exploit. Devices of this nature are relatively rare, even among the Space Marine Legions, and are the province of commanding officers and honoured champions, where they are often incorporated into armour or amulets and gifted as a mark of favour and rank.

A model with a refractor field gains a 5+ Invulnerable Save, and a model with an iron halo gains a 4+ Invulnerable Save.

Invulnerable Saves granted by a refractor field or iron halo do not stack with other Invulnerable Saves, but can benefit from rules (such as cyber-familiar) that specifically increase existing saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.
Precision Strikes (X)

The galaxy is replete with swordsmen and blade-masters who can pick out an enemy from a crowd and land a blow on them, even amidst the swirling chaos of hand-to-hand combat.

If a model with this special rule, or attacking with a weapon with this special rule, rolls equal to or higher than the value in brackets when making a To Hit roll as part of a melee attack, that hit is a ‘Precision Strike’. For example, if a model with the Precision Strikes (4+) special rule rolls a 4 or higher when making a To Hit roll, then that attack is a Precision Strike.

Wounds from Precision Strikes are allocated against a model (or models) of the attacking player’s choice in the target unit, as long as that model is engaged in combat with the attacking model’s unit, rather than following the normal rules for Wound allocation.
Independent Character

Mighty heroes go where they are needed, being at the forefront of the most vital charges and leading their troops to victory.

Independent Characters can join other units. They cannot, however, join units that contain Vehicles, Dreadnoughts, Automata or any model with the Monstrous sub-type (unless the Independent Character also has that Unit Type or sub-type). They can join other Independent Characters though to form a powerful multi-character unit.
Preferred Enemy (X)

Many of the galaxy’s warriors train hard to overcome a particular foe, allowing them to predict the enemy’s battle-stances and thus land a blow or shot with greater ease.

This rule is presented as Preferred Enemy (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then everyone is a Preferred Enemy of the unit. A unit that contains at least one model with this special rule re-rolls failed To Hit and To Wound rolls of 1 if attacking its Preferred Enemy. This applies both to Shooting Attacks and close combat attacks.

If a model with this rule makes an attack against a mixed unit which has one or more models to which their Preferred Enemy rule pertains, but is not entirely composed of such models, it may still benefit from the effects of Preferred Enemy for all attacks made against that unit. For example, a model with Preferred Enemy (Independent Characters) may re-roll failed To Hit and To Wound rolls of 1 against all of the models in a unit which has been joined by an Independent Character.
Fearless

Fearless troops never give up and seldom make full use of cover – even if it would be wiser to do so.

Units with one or more models with the Fearless special rule automatically pass Pinning tests, Regroup tests and Morale checks. In addition, models with the Fearless special rule ignore the effects of the Fear special rule.

However, units containing one or more models with the Fearless special rule cannot use any Reactions that grant a Cover Save, Armour Save or Invulnerable Save, and cannot choose to fail a Morale check due to the Our Weapons Are Useless special rule. If a unit has become Pinned and then gains the Fearless special rule, all the effects of being Pinned are immediately cancelled.
Legiones Astartes (Emperor’s Children)
All models with this special rule are subject to the following provisions:

FLAWLESS EXECUTION
On a turn in which they make a successful Charge, even if that Charge is considered a Disordered Charge, models with the Legiones Astartes (Emperor’s Children) special rule make their attacks in an assault at one Initiative step higher than normal – after any Initiative modifiers from other special rules have been taken into account. Models with the Legiones Astartes (Emperor’s Children) special rule and the Vehicle Unit Type gain a bonus of +1 to all To Hit rolls made for Defensive weapons when making a Shooting Attack as part of a Reaction.

The Perfect Tools
Models with this special rule gain access to unique Wargear options (see The Armoury of the Emperor’s Children).

The Phoenician’s Own
Any Legion Tartaros Centurion with this special rule may select the Phoenix Warden Consul upgrade.

Exemplars of War
A Warlord with this special rule may select a Warlord Trait from the Emperor’s Children Warlord Trait list.
Traitor

In the name of the Warmaster Horus, a vast host took up arms against those they had once called brothers – some driven by a lust for power and others by a misguided desire for justice. Regardless of the cause they held dear, there could be no turning back for these warriors, only victory or damnation.

A model with this special rule may only be included in an army that has the Traitor Allegiance.
Surgical Augments

Towards the end of the Great Crusade, the Legion’s armourers and apothecaries had begun to experiment with surgical augments and psycho-sonic weaponry based, in part, on xenos designs. Although their true breakthroughs in these fields would not occur until given unholy impetus and inspiration during the Legion’s fall, some success had already been reached in creating effective combat implants which were finding selective use as the Horus Heresy dawned.

Any model with the Traitor Allegiance and both the Legiones Astartes (Emperor’s Children) special rule and the Character Unit Sub-type but not the Unique Sub-type may select a single Surgical Augment from the list below for a cost of +20 points:

- Sonic Shriekers – During a turn in which a unit with at least one model equipped with sonic shriekers successfully Charges, or is themselves successfully Charged, all models in any enemy unit(s) locked in combat with them suffer a -1 penalty to all To Hit rolls. Models which are immune to the effects of the Fear (X) special rule are not affected by this modifier.
- Sub-sonic Pulser – A model equipped with this upgrade, and any unit it joins, ignores the penalties to Leadership and Ballistic Skill imposed by the Night Fighting special rules.
- Sonic Lance – A model equipped with this upgrade gains the sonic lance weapon:
Range
Str
AP
Type
Sonic lance
Template
2
-
Assault 1, Breaching (6+), Pinning

Nineteen

Lucius, famed for his overweening egotism, had little interest in the tools he used and wanted no simple blade to gain a fame that approached his own. Despite the casual disinterest of its wielder, the blade referred to as Nineteen by Lucius was a masterwork of the smith’s art and most likely taken as a trophy from some slain and forgotten opponent. Its slender edge belied its strength and, in Lucius’ hands, it could block almost any attack aimed at the cocksure warrior.

Range
Str
AP
Nineteen
-
User
-
Melee, Rending (3+), Duellist’s Aegis (1), Murderous Strike (6+), Master-crafted

Duellist’s Aegis (X): A model with this special rule gains a bonus to their Weapon Skill equal to the value in brackets listed as part of the special rule whenever it is Engaged in a Challenge with an enemy model.

The Blade of the Laer

Following the cataclysmic events of Isstvan V, the Phoenician gifted Lucius with the masterwork blade that he recovered from an alien temple on the planet Laeran and often carried into battle himself. The dark power lying dormant within the blade that ended the life of one of the Emperor’s sons seemingly recognised in Lucius the unfathomable darkness of its own kind and slowly reawakened to its full potential.

Range
Str
AP
The Blade of the Laer
-
User
2
Melee, Duellist’s Edge (1), Fleshbane, Specialist Weapon, Master-crafted
Supreme Duellist
While fighting in a Challenge, if Captain Lucius’ Initiative Characteristic is higher than his opponent’s then he gains +1 to his Attacks Characteristic.
Warlord: The Blade Alone
If chosen as the army’s Warlord, Captain Lucius automatically has The Blade Alone as his Warlord Trait and may not select any other.

The Blade Alone – If an army’s Warlord has this Trait, then no other models or units may use his Leadership regardless of any other rules or Wargear that a unit may have, however, whenever Captain Lucius is Engaged in a Challenge, all friendly models in the same combat gain the Fearless special rule. In addition, the first Reaction made in each Game Turn by Captain Lucius and any unit he has joined does not use up a point of the controlling player’s Reaction Allotment.
© Vyacheslav Maltsev 2013-2024